Rewrite beatmap conversion to allow converting sliders to normal hits.

This commit is contained in:
smoogipooo
2017-04-03 10:54:13 +09:00
parent 3b672fd842
commit 33e10adfa6

View File

@ -7,6 +7,7 @@ using osu.Game.Beatmaps.Samples;
using osu.Game.Modes.Objects; using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Types; using osu.Game.Modes.Objects.Types;
using osu.Game.Modes.Taiko.Objects; using osu.Game.Modes.Taiko.Objects;
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
@ -24,75 +25,99 @@ namespace osu.Game.Modes.Taiko.Beatmaps
return new Beatmap<TaikoHitObject>(original) return new Beatmap<TaikoHitObject>(original)
{ {
HitObjects = convertHitObjects(original.HitObjects) HitObjects = original.HitObjects.SelectMany(h => convertHitObject(h, original)).ToList()
}; };
} }
private List<TaikoHitObject> convertHitObjects(List<HitObject> hitObjects) private IEnumerable<TaikoHitObject> convertHitObject(HitObject obj, Beatmap beatmap)
{
return hitObjects.Select(convertHitObject).ToList();
}
private TaikoHitObject convertHitObject(HitObject original)
{ {
// Check if this HitObject is already a TaikoHitObject, and return it if so // Check if this HitObject is already a TaikoHitObject, and return it if so
TaikoHitObject originalTaiko = original as TaikoHitObject; var originalTaiko = obj as TaikoHitObject;
if (originalTaiko != null) if (originalTaiko != null)
return originalTaiko; yield return originalTaiko;
IHasDistance distanceData = original as IHasDistance; var distanceData = obj as IHasDistance;
IHasRepeats repeatsData = original as IHasRepeats; var repeatsData = obj as IHasRepeats;
IHasEndTime endTimeData = original as IHasEndTime; var endTimeData = obj as IHasEndTime;
// Old osu! used hit sounding to determine various hit type information // Old osu! used hit sounding to determine various hit type information
SampleType sample = original.Sample?.Type ?? SampleType.None; SampleType sample = obj.Sample?.Type ?? SampleType.None;
bool strong = (sample & SampleType.Finish) > 0; bool strong = (sample & SampleType.Finish) > 0;
if (distanceData != null) if (distanceData != null)
{ {
return new DrumRoll double sv = beatmap.TimingInfo.SliderVelocityAt(obj.StartTime) * beatmap.BeatmapInfo.Difficulty.SliderMultiplier;
double l = distanceData.Distance * legacy_velocity_scale;
double v = sv * legacy_velocity_scale;
double bl = beatmap.TimingInfo.BeatLengthAt(obj.StartTime);
int repeats = repeatsData?.RepeatCount ?? 1;
double skipPeriod = Math.Min(bl / beatmap.BeatmapInfo.Difficulty.SliderTickRate, distanceData.Duration / repeats);
if (skipPeriod > 0 && l / v * 1000 < 2 * bl)
{ {
StartTime = original.StartTime, for (double j = obj.StartTime; j <= distanceData.EndTime + skipPeriod / 8; j += skipPeriod)
Sample = original.Sample, {
IsStrong = strong, // Todo: This should generate different type of hits (including strongs)
// depending on hitobject sound additions (not implemented fully yet)
Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1) * legacy_velocity_scale yield return new CentreHit
}; {
StartTime = obj.StartTime,
Sample = obj.Sample,
IsStrong = strong
};
}
}
else
{
yield return new DrumRoll
{
StartTime = obj.StartTime,
Sample = obj.Sample,
IsStrong = strong,
Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1) * legacy_velocity_scale
};
}
} }
else if (endTimeData != null)
if (endTimeData != null)
{ {
// We compute the end time manually to add in the Bash convert factor // We compute the end time manually to add in the Bash convert factor
return new Swell yield return new Swell
{ {
StartTime = original.StartTime, StartTime = obj.StartTime,
Sample = original.Sample, Sample = obj.Sample,
IsStrong = strong, IsStrong = strong,
EndTime = original.StartTime + endTimeData.Duration, EndTime = obj.StartTime + endTimeData.Duration,
HitMultiplier = bash_convert_factor HitMultiplier = bash_convert_factor
}; };
} }
else
bool isCentre = (sample & ~(SampleType.Finish | SampleType.Normal)) == 0;
if (isCentre)
{ {
return new CentreHit bool isCentre = (sample & ~(SampleType.Finish | SampleType.Normal)) == 0;
if (isCentre)
{ {
StartTime = original.StartTime, yield return new CentreHit
Sample = original.Sample, {
IsStrong = strong StartTime = obj.StartTime,
}; Sample = obj.Sample,
IsStrong = strong
};
}
else
{
yield return new RimHit
{
StartTime = obj.StartTime,
Sample = obj.Sample,
IsStrong = strong,
};
}
} }
return new RimHit
{
StartTime = original.StartTime,
Sample = original.Sample,
IsStrong = strong,
};
} }
} }
} }